Re: [Flightgear-devel] Properties under /orientations seem to have taken on offsets after extreme attitude

2005-01-10 Thread Curtis L. Olson
Ampere K. Hardraade wrote:
I was taking the c182 out for some tests last day, and I brought the c182 into 
some extreme attitudes.  Afterward, I notice that the attitude indicator 
seems to have "jammed"; tilted when the aircraft is in level flight.  Upon 
further testing, I noticed the roll rate of the indicator still corresponds 
to the roll rate of the aircraft.  The similar problem also occurs on the 
c172.  After some investigation, I traced the problem to properties 
under /orientations.

The issue can be reproduced by sending the aircraft into barrel rolls and 
other extreme maneuvers.
 

This is actually a real feature.  Your extreme manuevers have 
discombobulated your attitude indicator and it takes several minutes for 
the gyro to realign itself with gravity.

Regards,
Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
Unique text:2f585eeea02e2c79d7b1d8c4963bae2d
___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


[Flightgear-devel] Properties under /orientations seem to have taken on offsets after extreme attitude

2005-01-10 Thread Ampere K. Hardraade
I was taking the c182 out for some tests last day, and I brought the c182 into 
some extreme attitudes.  Afterward, I notice that the attitude indicator 
seems to have "jammed"; tilted when the aircraft is in level flight.  Upon 
further testing, I noticed the roll rate of the indicator still corresponds 
to the roll rate of the aircraft.  The similar problem also occurs on the 
c172.  After some investigation, I traced the problem to properties 
under /orientations.

The issue can be reproduced by sending the aircraft into barrel rolls and 
other extreme maneuvers.



Ampere

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Re: [Flightgear-users] Speaking of always turning...

2005-01-10 Thread Dave Martin
On Monday 10 Jan 2005 23:42, Andy Ross wrote:
> [bouncing replies to flightgear-devel]
>
> David Megginson wrote:
> > I don't know if we're modelling this or not, but with full power you
> > often need a lot of rudder to keep a plane straight during the
> > takeoff roll even when there is no crosswind.  During the landing
> > roll, with no power, it is a lot easier.
>
> YASim is definitely not doing this right.  This is because in a real
> plane the wheel casters a little, which has the effect of twisting the
> nosewheel away from the wind.  On planes with a direct linkage between
> the nosewheel and the rudder, this is essentially the same as applying
> a control force.  YASim doesn't model this kind of "castering torque"
> on the nosewheel.
>
> I know Curt was complaining to me once about an aircraft that would
> yaw violently in crosswinds once the nose came up -- I think this was
> the reason.  When the nosewheel is on the ground, it isn't trying to
> "steer into the wind" like a real plane would be; so on rotation the
> pilot hasn't applied the right amount of correcting rudder.
>
> Modelling this would involve some complicated per-airplane
> configuration, I think.  I guess we could start by defining a
> "castering distance" (distance from the wheel contact point to the
> rotation axis) and interpolate the force as linear across the full
> rudder travel to get a effecting "rudder trim" setting.  Other planes
> (I know the 152, probably other Cessnas) have a spring connecting the
> nosewheel to the rudder cables, so they will see a similar but smaller
> effect.
>
> Then again, some planes have fully castering nosewheels with no rudder
> linkage and steer with braking.  These get modelled correctly as-is.
>
> Andy

Getting the whole ground-handling sorted out would be nice.

Other things like aircraft weather-cocking while stationary in light winds and 
odd ground handling etc.

Just my 2p worth. (IANAP) ;-)

Dave Martin

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


[Flightgear-devel] Re: [Flightgear-users] Speaking of always turning...

2005-01-10 Thread Andy Ross
[bouncing replies to flightgear-devel]

David Megginson wrote:
> I don't know if we're modelling this or not, but with full power you
> often need a lot of rudder to keep a plane straight during the
> takeoff roll even when there is no crosswind.  During the landing
> roll, with no power, it is a lot easier.

YASim is definitely not doing this right.  This is because in a real
plane the wheel casters a little, which has the effect of twisting the
nosewheel away from the wind.  On planes with a direct linkage between
the nosewheel and the rudder, this is essentially the same as applying
a control force.  YASim doesn't model this kind of "castering torque"
on the nosewheel.

I know Curt was complaining to me once about an aircraft that would
yaw violently in crosswinds once the nose came up -- I think this was
the reason.  When the nosewheel is on the ground, it isn't trying to
"steer into the wind" like a real plane would be; so on rotation the
pilot hasn't applied the right amount of correcting rudder.

Modelling this would involve some complicated per-airplane
configuration, I think.  I guess we could start by defining a
"castering distance" (distance from the wheel contact point to the
rotation axis) and interpolate the force as linear across the full
rudder travel to get a effecting "rudder trim" setting.  Other planes
(I know the 152, probably other Cessnas) have a spring connecting the
nosewheel to the rudder cables, so they will see a similar but smaller
effect.

Then again, some planes have fully castering nosewheels with no rudder
linkage and steer with braking.  These get modelled correctly as-is.

Andy

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Strange FG crash.

2005-01-10 Thread David Megginson
On Mon, 10 Jan 2005 21:25:55 -, Vivian Meazza
<[EMAIL PROTECTED]> wrote:

> > > Unknown exception in the main loop. Aborting...
> > > Possible cause: Success
> 
> WAG - OpenAl?

I think it would have to be wrapped in a SimGear exception for that to
happen, but I'd have to double-check the code.


All the best,


David

-- 
http://www.megginson.com/

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Windsocks

2005-01-10 Thread David Luff
David Megginson writes:

> 

OK, thanks for the replies to all who responded.  It's clarified things quite a 
bit.  FWIW, I'm not trying to alter the automatic windsock generation, simply 
tidying up stuff like windsock placement for the airport layouts that I did 
whilst testing TaxiDraw, before sending them in to Robin.

Cheers - Dave

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] John: Church Fenton hangars need fixing?

2005-01-10 Thread Roy Vegard Ovesen
On Friday 07 January 2005 00:05, Jon Stockill wrote:
> Roy Vegard Ovesen wrote:
> > Also, if it is supposed to be able to taxi inside the hangar then the
> > roof should be double sided and the back of the doors should be properly
> > textured. If not then the walls don't need to be double sided and there
> > is no need for a floor.
>
> I had considered doing a version with an open door/doors.

How about animating the doors?

Hmmm.. I guess that opening one hangar would also open all the hangars in the 
universe ;-)

-- 
Roy Vegard Ovesen

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


[Flightgear-devel] Re: Real weather fetch

2005-01-10 Thread Melchior FRANZ
* Curtis L. Olson -- Thursday 30 December 2004 17:54:
> I believe the weather reports are time stamped so we could ignore 
> reports that are older than "x" hours.  I don't think we are currently 
> doing that.

No, we aren't. I have a patch that does it, currently dismissing reports
older than 300 minutes. I'll submit it after the 0.9.8pre feature freeze.

m.

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Strange FG crash.

2005-01-10 Thread Durk Talsma
On Monday 10 January 2005 21:29, David Megginson wrote:
> On Mon, 10 Jan 2005 14:20:45 -0600, Curtis L. Olson
>
> <[EMAIL PROTECTED]> wrote:
> > I was just flying in the SFO area with the DHC2-F and flightgear crashed
> > with the following message:
> >
> > Unknown exception in the main loop. Aborting...
> > Possible cause: Success
> >
> > Anyone have any ideas?  This is the first time I've seen anything like
> > that.
>
> I did a find/grep through all of the FlightGear, SimGear, and plib
> source code as well as the base package, and I couldn't find anything
> that looked like a reasonable candidate for an exception returning the
> message "Success".
>
>
Hmm, the exceptions that I know of that are still not handled very well are 
related to unsuccesful loading of AIModels. But usually that's not followed 
by any message.

Just checking: Did you use any AIModels or traffic manager subsystems?

Second guess: Could it be related to loading static models??

Cheers,
Durk


___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


RE: [Flightgear-devel] Strange FG crash.

2005-01-10 Thread Vivian Meazza
David Megginson wrote:

 
> On Mon, 10 Jan 2005 14:20:45 -0600, Curtis L. Olson
> <[EMAIL PROTECTED]> wrote:
> 
> > I was just flying in the SFO area with the DHC2-F and flightgear crashed
> > with the following message:
> >
> > Unknown exception in the main loop. Aborting...
> > Possible cause: Success
> >
> > Anyone have any ideas?  This is the first time I've seen anything like
> that.
> 
> I did a find/grep through all of the FlightGear, SimGear, and plib
> source code as well as the base package, and I couldn't find anything
> that looked like a reasonable candidate for an exception returning the
> message "Success".
> 

WAG - OpenAl? 

Regards,

Vivian




___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Proposed change: visibility inside a cloud layer

2005-01-10 Thread Curtis L. Olson
David Megginson wrote:
On Mon, 10 Jan 2005 13:59:28 -0600, Curtis L. Olson
<[EMAIL PROTECTED]> wrote:
 

One issue to consider is that going to nil visibility (and not drawing
the cloud plane) hides when you pass through the "cloud plane".   When
the cloud plane intersects the near clip plane you get some ugly
artifacts.  I don't know how you get around this if you go to only
partial visibility.  I don't know if I'm willing to live with that artifact.
   

I'm not even going to only partial vis -- I'm not touching vis at all
with under 50% cloud coverage.
On my system, it doesn't look too bad -- FlightGear doesn't draw the
cloud texture at all when you're (supposedly) inside the cloud layer. 
It does reappear when you get below it, but that sudden pop is not
nearly so big a problem as not being able to use FlightGear to fly VFR
in what should be VFR conditions.

For an inexperienced user, especially, having everything go white when
trying to descend past a few clouds (far away) is a far worse visual
glitch than having a texture suddenly pop into view, and will probably
cause the user to loose control and get frustrated.
Should I tentatively commit it so that people can try it out?  We can
always revert if people hate it (and then I'll have to run it just as
a local patch).
 

David,
Is it possible to fade the alpha value of the cloud layer to zero as you 
fade the visibility to 100 (or 50%)?  Once the alpha is zero then you 
can stop drawing the layer.  I'm not sure if this is possible by setting 
the alpha component of the base color of the cloud polygons?

On the same subject of clouds.  Is anyone still using the bump mapping 
code in the cloud layers.  I thought this yielded interesting results 
for the middle of the day, but didn't do the correct thing as the sun 
got lower and lower in the sky.  It adds a lot of complexity to the 
cloud code and if it's not really being used it would almost be nice to 
be able to remove it.

Regards,
Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
Unique text:2f585eeea02e2c79d7b1d8c4963bae2d
___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Strange FG crash.

2005-01-10 Thread David Megginson
On Mon, 10 Jan 2005 14:20:45 -0600, Curtis L. Olson
<[EMAIL PROTECTED]> wrote:

> I was just flying in the SFO area with the DHC2-F and flightgear crashed
> with the following message:
> 
> Unknown exception in the main loop. Aborting...
> Possible cause: Success
> 
> Anyone have any ideas?  This is the first time I've seen anything like that.

I did a find/grep through all of the FlightGear, SimGear, and plib
source code as well as the base package, and I couldn't find anything
that looked like a reasonable candidate for an exception returning the
message "Success".


All the best,


David

-- 
http://www.megginson.com/

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Proposed change: visibility inside a cloud layer

2005-01-10 Thread David Megginson
On Mon, 10 Jan 2005 13:59:28 -0600, Curtis L. Olson
<[EMAIL PROTECTED]> wrote:

> One issue to consider is that going to nil visibility (and not drawing
> the cloud plane) hides when you pass through the "cloud plane".   When
> the cloud plane intersects the near clip plane you get some ugly
> artifacts.  I don't know how you get around this if you go to only
> partial visibility.  I don't know if I'm willing to live with that artifact.

I'm not even going to only partial vis -- I'm not touching vis at all
with under 50% cloud coverage.

On my system, it doesn't look too bad -- FlightGear doesn't draw the
cloud texture at all when you're (supposedly) inside the cloud layer. 
It does reappear when you get below it, but that sudden pop is not
nearly so big a problem as not being able to use FlightGear to fly VFR
in what should be VFR conditions.

For an inexperienced user, especially, having everything go white when
trying to descend past a few clouds (far away) is a far worse visual
glitch than having a texture suddenly pop into view, and will probably
cause the user to loose control and get frustrated.

Should I tentatively commit it so that people can try it out?  We can
always revert if people hate it (and then I'll have to run it just as
a local patch).


All the best,


David

-- 
http://www.megginson.com/

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Proposed change: visibility inside a cloud layer

2005-01-10 Thread David Megginson
On Mon, 10 Jan 2005 20:56:41 +0100, Erik Hofman <[EMAIL PROTECTED]> wrote:

> This is due to a faulty SGSky::modify_vis() function. Actually it has
> been broken since early 0.7.x as I recall it. I've never remembered to
> look at it prior to a release, but I would recommend to fix that
> function rather than to apply any kind of hack.

I'm not sure I understand.  The modify_vis() function isn't buggy as
far as I can see, but it does have logic that makes FlightGear less
useful -- that's what I'm proposing changing.


All the best,


David

-- 
http://www.megginson.com/

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


[Flightgear-devel] Strange FG crash.

2005-01-10 Thread Curtis L. Olson
I was just flying in the SFO area with the DHC2-F and flightgear crashed 
with the following message:

Unknown exception in the main loop. Aborting...
Possible cause: Success
Anyone have any ideas?  This is the first time I've seen anything like that.
Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
Unique text:2f585eeea02e2c79d7b1d8c4963bae2d
___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Proposed change: visibility inside a cloud layer

2005-01-10 Thread Curtis L. Olson
Erik Hofman wrote:
This is due to a faulty SGSky::modify_vis() function. Actually it has 
been broken since early 0.7.x as I recall it. I've never remembered to 
look at it prior to a release, but I would recommend to fix that 
function rather than to apply any kind of hack.

Erik,
Can you explain in greater detail?  What exactly is broken in the 
modify_vis() function?

Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
Unique text:2f585eeea02e2c79d7b1d8c4963bae2d
___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Proposed change: visibility inside a cloud layer

2005-01-10 Thread Erik Hofman
David Megginson wrote:
Currently, FlightGear (SimGear, actually) always sets visibility to
near-nil when the plane is inside a cloud layer -- obviously, the
right and proper solution is 3D clouds, but until we have that
working, or at least until we can detect whether the plane is actually
near the cloudy part of a texture, I suggest that we do not limit the
visibility when the cloud coverage is under 50% (i.e. scattered, few,
or clear).
This is due to a faulty SGSky::modify_vis() function. Actually it has 
been broken since early 0.7.x as I recall it. I've never remembered to 
look at it prior to a release, but I would recommend to fix that 
function rather than to apply any kind of hack.

Erik
___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Proposed change: visibility inside a cloud layer

2005-01-10 Thread Curtis L. Olson
David Megginson wrote:
Currently, FlightGear (SimGear, actually) always sets visibility to
near-nil when the plane is inside a cloud layer -- obviously, the
right and proper solution is 3D clouds, but until we have that
working, or at least until we can detect whether the plane is actually
near the cloudy part of a texture, I suggest that we do not limit the
visibility when the cloud coverage is under 50% (i.e. scattered, few,
or clear).
It's a bit of a hack, but it does make it possible to fly VFR under
conditions that are legal VFR -- it's quite normal for VFR pilots to
climb through a scattered cloud layer, for example (our scattered
texture might be a little too busy for realism, though).  You should
have everything go white when there are only a few clouds in the sky.
I'd like to commit this (very small) change.  Are there any
objections?  It's especially useful with --enable-real-weather-fetch,
where otherwise a low layer of few clouds gives you IMC right off the
end of the runway.
Here's the complete summay:
 clear: normal vis
 few: normal vis
 scattered: normal vis
 broken: low vis
 overcast: low vis
 cirrus: low vis
Thanks, and all the best,
 

David,
One issue to consider is that going to nil visibility (and not drawing 
the cloud plane) hides when you pass through the "cloud plane".   When 
the cloud plane intersects the near clip plane you get some ugly 
artifacts.  I don't know how you get around this if you go to only 
partial visibility.  I don't know if I'm willing to live with that artifact.

Regards,
Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
Unique text:2f585eeea02e2c79d7b1d8c4963bae2d
___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


[Flightgear-devel] Proposed change: visibility inside a cloud layer

2005-01-10 Thread David Megginson
Currently, FlightGear (SimGear, actually) always sets visibility to
near-nil when the plane is inside a cloud layer -- obviously, the
right and proper solution is 3D clouds, but until we have that
working, or at least until we can detect whether the plane is actually
near the cloudy part of a texture, I suggest that we do not limit the
visibility when the cloud coverage is under 50% (i.e. scattered, few,
or clear).

It's a bit of a hack, but it does make it possible to fly VFR under
conditions that are legal VFR -- it's quite normal for VFR pilots to
climb through a scattered cloud layer, for example (our scattered
texture might be a little too busy for realism, though).  You should
have everything go white when there are only a few clouds in the sky.

I'd like to commit this (very small) change.  Are there any
objections?  It's especially useful with --enable-real-weather-fetch,
where otherwise a low layer of few clouds gives you IMC right off the
end of the runway.

Here's the complete summay:

  clear: normal vis
  few: normal vis
  scattered: normal vis
  broken: low vis
  overcast: low vis
  cirrus: low vis


Thanks, and all the best,


David

-- 
http://www.megginson.com/

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] alternative terrain engine integration

2005-01-10 Thread Manuel Massing
Hello Christian,

> Probalby the easiest way would be to create an independant program
> first, that communicates with FGFS via the network api.

> The benefit is a very fast start on the rendering side - w/o much needed
> internal FGFS knowledge and w/o the need to synchonize development at
> the beginning.

Thanks for the suggestion, but as the rendering engine is (mostly)
finished, there will be not too much developemnt effort on this side
(hopefully! :-)).

Given the entangledness of the simulation with terrain handling,
I don't think externalizing it via the network would be any easier... 
you would still have to set the same hooks, regardless if you couple via C++
API or the network.

bye,

 Manuel

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] alternative terrain engine integration

2005-01-10 Thread Manuel Massing
Hi Norman,

> In the paper this appears to be based on a 'flat Earth' model
> i.e. lon lat are taken to be simple X, Y or Cos(medianX)*X,Y
>
> Perhaps I am missing something or you have extended the engine
> since this was written ?

I don't remember if this was mentioned in the paper, but we use
vertex shaders to simulate earth curvature (but could also be done
on the CPU). The underlying datasets are projected; for whole earth
visualisation, we split the earth into UTM zones (transverse mercator
projection). This is important in order to limit map distortions and to 
retain valid error bounds for our elevation and texture data. 
I would have to look at the projection you mentioned, but I don't think it
would be very well suited for our engine; because of its global nature there 
will inevitably be areas of high distortion. Additionally, the fact that a
single landsat-textured UTM zone is a few 100 MB in size makes a monolithic
global dataset unpractical.

> Are you folks familiar with this work
> http://globe.sintef.no/documentation/projection.html

bye,

 Manuel

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Scenery

2005-01-10 Thread Christian Mayer
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Christian Mayer schrieb:
> Jon Stockill schrieb:
> 
I can look up a few positions of objects. What format do you need?
Lat/Lon?
>>>
>>>
>>>Just lat/lon, a heading (if appropriate) and the model you want inserted
>>>at that point (obviously if it's not a standard one form the Models
>>>directory then it'd be nice if you had the model too, so that everyone
>>>else gets to see it).
>>>
>>>I'll archive the Objects tree and my models, and let you know when
>>>they're available for download.
> 
> 
> Argh. The Bayernviewer page doesn't give me the coordinates anymore (the
> old, non-java version could do that).
> I write an eMail and hope that they'll add that functionality.

I got an answer.

They told me that the ministry decided that it'll be a security problem
if people could the the coordinates of objects and places easily and
quickly from the BayernViewer.

So the alternative would be that I buy the map-data CD-ROM at ebay. They
are not expensive (they are made for tramping and bike tours) - but too
expensive for looking up just a few locations :(

CU,
Christian

PS: Does anybody know an online map service where you can get the
coordniates?
-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.0 (MingW32)
Comment: Using GnuPG with Thunderbird - http://enigmail.mozdev.org

iD8DBQFB4qyllhWtxOxWNFcRAp48AJ98gI8VphyCFeIFLDhFKAlqji6RlgCfWzLo
Xva9iA5jbeUODksLKKX6jCU=
=FLNU
-END PGP SIGNATURE-

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


RE: [Flightgear-devel] alternative terrain engine integration

2005-01-10 Thread Norman Vine
Norman Vine wrote:
> 
> Manuel Massing writes:
> > 
> > > Is this methodology you want to integrate ?
> > > http://cg.cs.uni-bonn.de/docs/publications/2004/wahl-2004-scalable.pdf
> > 
> > yes, that's it.
> 
another interesting read from this project :-)
http://cg.cs.uni-bonn.de/docs/publications/2004/harabasz-2004-out-of-core.pdf

Cheers

Norman

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] alternative terrain engine integration

2005-01-10 Thread Manuel Massing
Hi,

> If my memory serves, previous "big" changes to the codebase have been
> handled by having a conditional compilation option which switches on the
> new code (and switches off some old code if needed) and putting all changes
> in CVS HEAD. This allows people to try it if they want to, and avoids what
> I understand is the main problem of CVS branches, which is reintegration
> when it is complete.

I don't exactly need to do "big" changes (as in many LOC), but some intrusive
and scattered ones. Conditional compiles would be a _major_ hassle to this
end. OTOH, I have never had any notable trouble merging branches...

bye,

 Manuel

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


RE: [Flightgear-devel] alternative terrain engine integration

2005-01-10 Thread Norman Vine
Norman Vine writes:
> 
> In the paper this appears to be based on a 'flat Earth' model 
> i.e. lon lat are taken to be simple X, Y or Cos(medianX)*X,Y

ooops ...
i.e. lon lat are taken to be simple X, Y or Cos(medianY)*X,Y

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


RE: [Flightgear-devel] alternative terrain engine integration

2005-01-10 Thread Norman Vine
Manuel Massing writes:
> 
> > I think an abstract Terrain API is a great idea however please
> > keep in mind that FlightGear uses a round earth model and that
> > this should be reflected in any FGFS Terrain API
> 
> > Is this methodology you want to integrate ?
> > http://cg.cs.uni-bonn.de/docs/publications/2004/wahl-2004-scalable.pdf
> 
> yes, that's it.

In the paper this appears to be based on a 'flat Earth' model 
i.e. lon lat are taken to be simple X, Y or Cos(medianX)*X,Y

Perhaps I am missing something or you have extended the engine 
since this was written ?

Are you folks familiar with this work
http://globe.sintef.no/documentation/projection.html

Cheers

Norman

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] alternative terrain engine integration

2005-01-10 Thread Christian Mayer
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Norman Vine schrieb:
> Manuel Massing writes:
> 
>>I want to start to integrate an alternative terrain engine 
>>with flightgear 
>>(http://baron.flightgear.org/pipermail/flightgear-devel/2004-September/030853.html)
>>
>>For this, I need to adapt flightgear to use an abstract terrain API, which
>>will encapsulate the current and new terrain engine transparently. 
> 
> 
> < Apologies for my earlier empty msg >
> 
> I think an abstract Terrain API is a great idea however please
> keep in mind that FlightGear uses a round earth model and that 
> this should be reflected in any FGFS Terrain API

Probalby the easiest way would be to create an independant program
first, that communicates with FGFS via the network api.

This works currently for multi monitor (=machine) setups.

And when the new rendering engine is capable enough to work in such a
situation we can integrate it.

The benefit is a very fast start on the rendering side - w/o much needed
internal FGFS knowledge and w/o the need to synchonize development at
the beginning.

CU,
Christian
-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.0 (MingW32)
Comment: Using GnuPG with Thunderbird - http://enigmail.mozdev.org

iD8DBQFB4ppglhWtxOxWNFcRAvA4AJ9TcDWEHcUCHRAvBGrSHQqyz91OsACgr2Vw
PwkYmqngc8Qgy/4X9KOF32k=
=7SGU
-END PGP SIGNATURE-

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


RE: [Flightgear-devel] alternative terrain engine integration

2005-01-10 Thread Richard Bytheway
> 
> I think in this case a branch makes a lot of sense, because 
> otherwise the
> modifications would greatly disturb the main-branch; or I 
> would be forced 
> to hold back a gigantic monolithic patch until coding&testing 
> has finished,
> which would leave me without version control (and others 
> wouldn't be able to
> test or contribute). 
> 
If my memory serves, previous "big" changes to the codebase have been handled 
by having a conditional compilation option which switches on the new code (and 
switches off some old code if needed) and putting all changes in CVS HEAD. This 
allows people to try it if they want to, and avoids what I understand is the 
main problem of CVS branches, which is reintegration when it is complete.

Richard


This e-mail has been scanned for Bede Scientific Instruments for all 
viruses by Star Internet. The service is powered by MessageLabs. For
more information on a proactive anti-virus service working around the
clock, around the globe, visit: http://www.star.net.uk


___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] alternative terrain engine integration

2005-01-10 Thread Manuel Massing
Hello Norman,

> I think an abstract Terrain API is a great idea however please
> keep in mind that FlightGear uses a round earth model and that
> this should be reflected in any FGFS Terrain API

Yeah, there are a lot of things one has to keep in mind I guess, so
this will be most probably an iterative process... that's why
I'm begging for a branch :-) 

The API-sketch passes coordinates in lat/lon (via SGLocation), so there should
be no problem regarding the roundness of the earth. Anyhow, the
API will be as simple as possible; currently just elevation, ground type and
collision queries and some sort of rendering interface. Maybe some
methods for dynamic addition of airports. The APIs' initial task will be to 
encapsulate the existing ground code, any other fancy stuff comes in later if
necessary :-) I'll post the intitial sketch later...

> Is this methodology you want to integrate ?
> http://cg.cs.uni-bonn.de/docs/publications/2004/wahl-2004-scalable.pdf

yes, that's it.

bye,

 Manuel

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] alternative terrain engine integration

2005-01-10 Thread Manuel Massing
Hello Erik,

> That's great, I already wondered what happened to that project. This 
> would really be a great addition for FlightGear.

Unfortunately I am studying and currently try to compensate for the tremendous
lazyness of my past semesters :-) So that project had to wait for the
christmas break. 

> As I understood you where using your own SceneGraph engine, what would
> be the best way to handle this;

> 1. Adding a SceneGraph API
> 2. You change your code to use plib
> 3. FlightGear starts to use your SceneGraph library

I am not yet sure what the best solution will be, but I want to
either:

 1) Wrap it into a plib scenegraph node
 2) Abstract out the scenegraph and only offer a render() method,
which would just render to the current OpenGL context.

I prefer the second method, because of the simplicity of the interface;
implementation-wise the difference is small, it's more of a design question 
at what level the rendering should be encapsulated. IMO the earlier, the
better (i.e. simpler). 

> Hmm, I've seen work on branches and they have their pro's and con's. I'm 
> not sure I like branches all that much.

I think in this case a branch makes a lot of sense, because otherwise the
modifications would greatly disturb the main-branch; or I would be forced 
to hold back a gigantic monolithic patch until coding&testing has finished,
which would leave me without version control (and others wouldn't be able to
test or contribute). 

bye,

 Manuel

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


RE: [Flightgear-devel] alternative terrain engine integration

2005-01-10 Thread Norman Vine
Manuel Massing writes:
> 
> I want to start to integrate an alternative terrain engine 
> with flightgear 
> (http://baron.flightgear.org/pipermail/flightgear-devel/2004-September/030853.html)
> 
> For this, I need to adapt flightgear to use an abstract terrain API, which
> will encapsulate the current and new terrain engine transparently. 

< Apologies for my earlier empty msg >

I think an abstract Terrain API is a great idea however please
keep in mind that FlightGear uses a round earth model and that 
this should be reflected in any FGFS Terrain API

Is this methodology you want to integrate ?
http://cg.cs.uni-bonn.de/docs/publications/2004/wahl-2004-scalable.pdf

Cheers

Norman

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


RE: [Flightgear-devel] alternative terrain engine integration

2005-01-10 Thread Norman Vine
Manuel Massing wwrites:
> Sent: Monday, January 10, 2005 7:33 AM
> To: flightgear-devel@flightgear.org
> Subject: [Flightgear-devel] alternative terrain engine integration
> 
> 
> Hi,
> 
> I want to start to integrate an alternative terrain engine 
> with flightgear 
> (http://baron.flightgear.org/pipermail/flightgear-devel/2004-September/030853.html)
> 
> For this, I need to adapt flightgear to use an abstract terrain API, which
> will encapsulate the current and new terrain engine transparently. 
> 
> As this will involve some (mostly small) changes all over the place, it would 
> be great if I could work on a CVS branch.
>  
> Would that be possible? What is the policy for gainining
> CVS write access to the fgfs repository?
> 
> Of course, I will post planned changes on the mailing lists for 
> discussion, but I want to get the bureaucratic stuff sorted out first :-)
> 
> cheers,
> 
>  Manuel
> 
> ___
> Flightgear-devel mailing list
> Flightgear-devel@flightgear.org
> http://mail.flightgear.org/mailman/listinfo/flightgear-devel
> 2f585eeea02e2c79d7b1d8c4963bae2d
> 

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] alternative terrain engine integration

2005-01-10 Thread Erik Hofman
Manuel Massing wrote:
Hi,
I want to start to integrate an alternative terrain engine 
with flightgear 
(http://baron.flightgear.org/pipermail/flightgear-devel/2004-September/030853.html)
That's great, I already wondered what happened to that project. This 
would really be a great addition for FlightGear.

For this, I need to adapt flightgear to use an abstract terrain API, which
will encapsulate the current and new terrain engine transparently. 
As I understood you where using your own SceneGraph engine, what would 
be the best way to handle this;

1. Adding a SceneGraph API
2. You change your code to use plib
3. FlightGear starts to use your SceneGraph library
As this will involve some (mostly small) changes all over the place, it would 
be great if I could work on a CVS branch.
Hmm, I've seen work on branches and they have their pro's and con's. I'm 
not sure I like branches all that much.

Would that be possible? What is the policy for gainining
CVS write access to the fgfs repository?
Curtis?
Erik
___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


[Flightgear-devel] alternative terrain engine integration

2005-01-10 Thread Manuel Massing
Hi,

I want to start to integrate an alternative terrain engine 
with flightgear 
(http://baron.flightgear.org/pipermail/flightgear-devel/2004-September/030853.html)

For this, I need to adapt flightgear to use an abstract terrain API, which
will encapsulate the current and new terrain engine transparently. 

As this will involve some (mostly small) changes all over the place, it would 
be great if I could work on a CVS branch.
 
Would that be possible? What is the policy for gainining
CVS write access to the fgfs repository?

Of course, I will post planned changes on the mailing lists for 
discussion, but I want to get the bureaucratic stuff sorted out first :-)

cheers,

 Manuel

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d